That depends on the game one is playing. In fast gun, cruisers have no way to attack to the sides of the ship per the rules. In big gun things are different. You can get under the cannons but most of the ships capable of that in fast gun are slow enough that the yamato can simply take a few rounds in the large hide and keep going past them. Cruisers are not a terrible threat, they simply lack enough ammo and usually are not good enough shots to put their rounds where they can really hurt (bow)
I have good aim with my cruiser? Just sail towards the enemy ship, fire off your shot, turn, and get the hell outta there! Unfortunately the bow on my Kumano is angled enough that i cant have my gun straight ahead without hitting the deck, but on my old Augusta i had her aimed dead ahead and just barely below the horizon.... she could fire nearly 5 feet and hit her target, i had no reason to go hug a battleship.
Well, we will have to play sometime My tirpitz will be looking for some fresh meat when finished As far as aiming at distance, while a person could rather easily get above the waterline shots there was only about a 6" by 1" area above the waterline where one could actually hurt my old yamato with Above hits (other than points and we oh so rarely count anything but sinks here...)
yeah, its hard to sink em from afar, but you still do damage while minimizing your own. If you've got a tirpitz then we wont be shooting each other. On a side note however, if my new convoy actually works i could use a good tirpitz to protect me.... i'll post pictures later, however at the moment its top secret.
Oooh, a top-secret project! Tell us, we must know I agree, plinking away at someone from 5 feet isn't gonna kill them. My Big-Gun torpedo-cruiser is a killer because it gets up close and personal (about 3 to 5 inches apart) and unloads one monster whack from its torpedoes. Most of my targets cannot depress their guns enough to score a killing hit on me at that range, and most skippers in the WWCC don't shoot during my vulnerable approach and retreat, so I act without fear of retaliation. After all, what's a bunch of holes in the grey compared to a sunken ship? Actually, here's an interesting idea. If your opponent has fixed guns and you know what range they hit at, set your guns to hit just outside this range and outdistance him. You may even want a two-position switch that controls gun depression, so you can have a "close" setting and a "far" setting. What do you guys think?
Carl, as soon as i unveil it to my local club i'll post pictures here.... only 1 other person in my club knows what it is, it may not be that shocking to some of you but it sure is daunting to me! ps - did you send those tapes? i've only got a few weeks left now... if you haven't yet i wouldn't send all 20 if they are full because there is no way i can get all of them done now.
hmmm... i like that style. counting holes is rather boring and mundane, i feel that whatever fleet has the most ships still afloat once everyone is off of 5 then they are the victor.
I believe that's the format Treaty Combat is taking as well. Simply award sink points for ships that sunk, and that's that. makes a triple stern option look a little less appealing. Mike D
yeah.. although we are going to try playing with full arming of primary turrets with bb cannons and see how it all settles out...
well ive noticed when i read the rules for warship combat that points are counted by # of holes. i as well think that sink points are a lot better and save people time which = more battles!